Public messages for MezzanineStairs

http://gyazo.com/cb19dce453164f28c836325bd41a7622
so… this sucker just hit me and I can’t hit him back…. >_>
lovely….
also still a bunch of other height and attack range issues on sewer level before this too… please fix mezz….

May I ask what would happen if you have 2 completed save games and then you loaded that file into Chapter 3. Which one would Chapter 3 load from or will both of them be an option? Unless when i export my saves from Chapter 2 will it only take 1 save? Could you please clear this up, thanks.

hmm…. hey mezz think I could ask if you could mess with the music so it continues the song it’s one when quick loading provided it’s the same song?
like idk how many times I’ve needed to mute the music due to repetitively quick loading due to in battle mistakes. >_<

huh… saw a weird graphics but a bit ago
like it also involved the quick save too.
first things first in the first tunnel battle against the sub-human miners and one foreman I killed a miner… then I did a quick load then killed the same one again and it bugged out to where is started in it’s dead position then switched to it’…

huh… saw a weird graphics but a bit ago
like it also involved the quick save too.
first things first in the first tunnel battle against the sub-human miners and one foreman I killed a miner… then I did a quick load then killed the same one again and it bugged out to where is started in it’s dead position then switched to it’s dying position and stayed that way even though it was already dead… then to top it off another miner stood on top of him…
1 turn later the bug corrected itself though and the glitched one returned to a “normal” dead miner.

If there are corpses or terrain in the way, then you can’t shove them. Also some enemies are shorter than others, most noticeable when they’re at elevation and you’re attempting to attack with archers not at elevation, or the same situation but against a critical-health enemy, where their height is essentially condensed. It doesn’t sound like a glitch at all.

yea, no… I’m positive AT LEAST some of these are annoying height/attack range bug…
not saying they can’t be worked around… but I have to abuse the quick save & quick load feature to avoid/limit my frustrations…
for longer weapons like Ivan’s spear being out of range due to height differences is ridiculous…. it’s a freakin spear I’m positive he can change his grip a few more inched down the pole to hit a target that would normally be in range….

An excellent game well-deserving of badges. The difficulty of achieving flawless victory in hopelessly outnumbered battles and vast array of environments only adds to the fun and challenge that was a staple of its predecessor. I do, however, have some concerns for the developers’ consideration: 1. Gold grinding: The importance of gathering an…

An excellent game well-deserving of badges. The difficulty of achieving flawless victory in hopelessly outnumbered battles and vast array of environments only adds to the fun and challenge that was a staple of its predecessor. I do, however, have some concerns for the developers’ consideration: 1. Gold grinding: The importance of gathering and rationing gold in this game cannot be understated, and while it certainly adds on the theme of good tactical planning, the sheer volume of overpriced store goods and comparably miniscule amount of income per mission makes any kind of realistic outfitting always infuriatingly out of reach, especially as goods are constantly being recycled for stronger, more expensive ones. A suggested fix for this could be re-playability of past chapters, optionally where enemies could have a random chance to drop more gold or higher-tier items. Making chapters replayable would also make re-attempting a flawless victory less frustrating, and rather than unbalance the games’ skill-point system, skill points gained in replay missions could perhaps be limited only to enemies missed in previous playthroughs.

2. Skill re-specing: I don’t know many times I purchased a skill only to realize soon after in battle that it was not as utilitarian as I expected (for instance, Casimir’s Drunk Dart), or as much as a different skill in place of it could’ve been (for instance, Oksana’s Healburst in place of her Multiheal, the latter an honestly underpowered skill for how much mana it costs), and I don’t think it’s a far stretch to say that many others have experienced similar frustrations. As such, I believe a system by which to reset and re-allocate skill-points would be most welcome, allowing users more flexibility in their approaches to battles and in finding a playstyle they prefer. To keep people from being overly cheap with this ability, however, I’d suggest restricting its usability only to checkpoints, disabling it entirely during actual battles.

3. Equipment change costing AP: I realized fairly early on that certain equipment was very situational and that switching to it mid-battle would give me an otherwise unprecedented edge (for instance, …

3. Equipment change costing AP: I realized fairly early on that certain equipment was very situational and that switching to it mid-battle would give me an otherwise unprecedented edge (for instance, using Tevoran’s Mockery and immediately switching to Bulletproof Clothes to almost guarantee invulnerability against ranged attackers, or perhaps more popular, switching out Warden’s Emblem on Oksana in favor of Blessed Girdle every time she needed to heal or cast White Bolt). Certainly it can be argued that this ability is simply another tactical loophole of World’s End, but I submit that, realistically, if it takes 2 AP worth of effort to pick up a single wooden stepstool immediately in front of you, so should it also cost some amount of comparable AP to rummage in your inventory and change into an entirely new set of armor. Just saying.

4. Continuation of battle after boss defeat: There were a number of battles that featured very easily dispatchable bosses, such as Reynold and Rudolf, both of which I managed to defeat within a single…

4. Continuation of battle after boss defeat: There were a number of battles that featured very easily dispatchable bosses, such as Reynold and Rudolf, both of which I managed to defeat within a single turn but went back and, albeit unwillingly, suffered their attacks to slay their minions to grind for skill points. In situations like these, it’s annoying to have to keep a tough attacking enemy alive (typically wasting many more items to their special attacks then you would normally), when in many battles featuring minibosses, you could prioritize killing them first then breeze through the rest. A simple fix could be, rather than mission over immediately upon boss death, a message pop-up prompting you to choose whether to continue the battle if there are still minions remaining. Realistically, it makes no more sense for an army of opponents to abandon the field upon commander death than for a single minion enemy NOT to flee once all his compatriots had been whittled down and he was clearly outnumbered and outmatched. Despite these issues, I still greatly enjoy the game, its story, its humor, and its variance of characters, and would gladly recommend it to any if asked. In the meantime, we all look forward to the next installment and can only blindly theorize at what secrets are yet to be revealed.

You guys could charge money for new chapters and I would gladly pay for them. You’re giving us a lot of awesome content for free.
Also, why did you kill off You-Know-Who? He was one of my favorite characters!

My theory is that he was killed off because the party was becoming too large to maintain the game’s level of difficulty so they had to kill somebody off, they probably chose him because his dialog was hard to understand and I don’t think he really added much in terms of combat style… That’s just what I think though it could be wrong.

I think he was killed to de-emphasize reliance on Kidney Stab’s stun as a method to carry your way through battles, especially in late battles where many enemies and bosses are stun-immune. As it was, Ysabel’s Limb Breaker was more than powerful enough on its own when used intelligently. They wanted players to use other abilities and strategize more. Plus, as the only character immediately able to use backstab, maneuvering him often put him behind enemy lines, at their mercies’, and more often than not could cost you a flawless victory, which was potentially a turn-off to beginners to the series, and the devs wanted to limit that; if anything, they should’ve killed him sooner.

Also, any estimated date for chapter 3? Jul 15, 2017, perhaps? :3 You definitely should consider launching a crowdfunding campaign to speed up the process of getting ch3 ready; I think many people will participate.

if I wasn’t a broke ass bum I’d contribiute…
but then again I’d rather wait and have a more completed game than a rushed funded one so… shrugs

hell just look at all the improvements done in ch.2 compared to ch.1!!! the gameplay feels twice as long without making it feel grindy, the music to game situation is now professional quality, the music on its own has more varity and significantly better, the story is progressing faster while char dev is about the same.
all in all I think in my dumb ass opinion that ch.2 is one of the best flash games out there! and I’m a freaking hard ass! O_o

I really liked that new chapter, you outdid yourselves in the making of it. The soundtrack is always the thing I like the most! And the dialogues as well, even though I don’t understand it all, not being native english.

I just wanted to say that your games are certainly fun (love me some tactical RPG’s!), but the homemade music is truly remarkable. I’m not great at codifying music genres, but it has the sensibilities of glitch hop, grunge, edm, darkwave, drum & bass, and more. But it’s none of these things. It’s either a hybrid, or some…

I just wanted to say that your games are certainly fun (love me some tactical RPG’s!), but the homemade music is truly remarkable. I’m not great at codifying music genres, but it has the sensibilities of glitch hop, grunge, edm, darkwave, drum & bass, and more. But it’s none of these things. It’s either a hybrid, or something better and new. It comes with dread, trepidation, hypnosis, and mystery. I love it. Big props to you guys, keep up the good work!

hmm… welp… I finally tired using smoke strom…. really seems like a waste…
I mean don’t get me wrong even being able to hit 6 enemies instead of 2 is a big boost…. but with his low SP attack stat… I think smoke storm should also bring that up… either that or make it have a new side effect that causes d…

hmm… welp… I finally tired using smoke strom…. really seems like a waste…
I mean don’t get me wrong even being able to hit 6 enemies instead of 2 is a big boost…. but with his low SP attack stat… I think smoke storm should also bring that up… either that or make it have a new side effect that causes damage over time for 2-3ish turns…

hmm… actually… maybe all it needs is for the effects to last longer… say 3 or 4 turns instead of just 2…
I think I’d still much prefer a damage over time or total SP damage increase… but i’ll take anything buffing it up at this point. >_<

also a bug with smoke storm.. if it’s on the side of the six square area then it show’s it’s damage at 0 instead of what it actually does.
also I doesn’t show the 6 square area unless you select one of the 2 square lanes… >_>

equipment bug!
before equipping armor
http://gyazo.com/3f19af70ae75d3787e081874ac4dfe40
after
http://gyazo.com/b836a739e9a8200c44439ed280908bf6
so it’s suppose to give 10 defence right…. well it’s only giving me 5 right now… >_< and because of this it’s killing off ivan all the damn time…. not sure if this …

equipment bug!
before equipping armor
http://gyazo.com/3f19af70ae75d3787e081874ac4dfe40
after
http://gyazo.com/b836a739e9a8200c44439ed280908bf6
so it’s suppose to give 10 defence right…. well it’s only giving me 5 right now… >_< and because of this it’s killing off ivan all the damn time…. not sure if this is happening with other character or not though…. but how could I not notice it with ivan… he’s a melee attacker after all. >_<

well…. I certainly turned that battle around…. actually that was my first time killing all the troops on the survive 10 waves level!!! O_oDEFENSEFTW!!!! like seriously… that was on my defence spec profile… >_<

love the world’s end games so far, however I’m still having a freeze issue on the survive 10 turns battle in chapter 7. every time I end the 10th turn, regardles of whether i kill all enemies or leave one alive, the game freezes after I press end turn. this happens on kong and on your own site, mezzaninestairs.net , even post-update.

odd as it doesn’t happen for me at all… and I’ve played and beat that level more than twice now…
well… I guess it’s not that odd… I’ve had a bug effect me and only me on a flash game before. >_< a similar game freeze bug too… very annoying… but that was on another game of course. :p

1st
not being able to switch equipped items in the shop while looking at the charaters

2nd
some stats are a bit off for the upgrades… for example a health stat for a character (forget which one) was saying it increases health by 15 or something but it actually increases it by 20…
I suggest reading all the …

1st
not being able to switch equipped items in the shop while looking at the charaters

2nd
some stats are a bit off for the upgrades… for example a health stat for a character (forget which one) was saying it increases health by 15 or something but it actually increases it by 20…
I suggest reading all the stats descriptions and checking with the affects in case there’s more than just the health stat one. ;)

3rd
graphic overlay with objects.
a prime example of this is the chest in the hall at the beginning of the game…. if a charater stands behind it it’ll show the character foot to be above or on top of the chest… this bug is mostly cosmetic… but I have run across similar instances In the prison guard’s mess hall and on the train with throw able objects appearing to be on the benches or tables…. so in those cases it’ll affect my game play. >_>

and I think there was some more bugs…. but I can’t remember them atm…. sorry. >_<

hmm some other smaller bugs such as the icons in the upgrade menu being the wrong ones too…
example is zofia’s defensive upgrades have a SP icon instead of a shield with vet marks… graphical eye candy with no effect on game play but figured I’d report it anyways. :p

Thanks for the attention to detail! The depth sorting issue is still around, but the other issues are or will be shortly fixed.

The spiders in your screenshots, though, are below the reach of the attacks. Ivan’s attack looks strange because the tile at the same height as the spider is lit up, but that’s because empty tiles use an average (humanoid) height to display attack possibilities and spiders are considerably shorter. We’re thinking about adding a label when this happens to make things clear visually, like when Casimir can’t lift an obstacle because it’s “too heavy.”

hmm…. I’d think some extra few inches from ivan "should reach though…. >_> I mean it’s a spear…. it has range… >_<
now for something that’s shorter like the mace, sickle, (maybe even the sword) that’s only 2 squares length I can completely understand… but a spear? >_>
hmm… I think another tricky one would be melee attacks downhill/steps ect. against shorter enemies… >_< I mean there’s no realistic way that’d reach…. but for game balancement? <
for dagger/knives obviously you’d need them to reach for balancement… even though that’s still a bit of stretch logic wise… >_>
hmm better idea is for all the 1 square attacks make them change to something like a stomp when fighting downhill/step short enemies… maybe… idk.. >_<

Looks like the version of Chapter 2 on their site is a debug version. Tevoran has a Megadeath ability that kills everything, and continuing from chapter 1 doesn’t work yet. Personally I’m going to play it anyway, then when the chapter 1 continue works, play from that.

Some of the new features from World’s End Chapter 2 will be appearing in our forthcoming re-release of Chapter 1.
- Retouched maps: Moving further beyond MSPaint-tier artwork one step at a time
- Fast movement: Units move at double the speed during battles
- Save/load from file: Create backups or move save games between sites
- Party menu: …

Some of the new features from World’s End Chapter 2 will be appearing in our forthcoming re-release of Chapter 1.
- Retouched maps: Moving further beyond MSPaint-tier artwork one step at a time
- Fast movement: Units move at double the speed during battles
- Save/load from file: Create backups or move save games between sites
- Party menu: A quick overview of HP/SP/AP and status effects for player and enemy parties
- Multi-item buy: Purchase your slunk nuggets with 90% fewer mouse clicks

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